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Biggest Gaming Nations of 2025

Last update
March 7th, 2025
  • The biggest gaming nation in the world is the United States, with massive esports earnings and player numbers.
  • Nordic countries (Denmark, Sweden, Finland, and Norway) occupy four spots in the top ten, with exceptionally high per capita participation in competitive gaming.
  • Asian nations China and South Korea rank 4th and 6th respectively, with China generating the highest total esports earnings despite lower per capita participation.

A recent study by CasinooftheKings identified the top gaming countries by analyzing key engagement metrics, including the share of video gamers, percentage of Steam users, number of esports players, and their earnings. In the end, a composite score was calculated by combining the normalized values. The final rankings were determined by rescaling the scores to a standardized range from 0 to 100.

Country Share of video-gamers Steam users % Winning e-sports players  winning e-sports players per 100K E-sports earnings Score
United States 83% 3.95% 28,286 8.16 $289.8M 98.24
Denmark 72% 10.56% 2,137 35.60 $61.9M 84.46
Sweden 77% 8.88% 3,309 31.05 $56.8M 80.88
China 86% 0.80% 9100 0.64 $321.9M 78.50
Finland 71% 8.23% 2,159 38.39 $33.5M 78.39
South Korea 80% 2.90% 5,941 11.50 $153.3M 65.09
Singapore 87% 4.65% 1,202 20.52 $7.6M 62.22
Canada 84% 7.50% 4,221 10.55 $49.2M 61.96
Australia 84% 5.21% 4,307 16.02 $32.8M 61.33
Norway 69% 9.59% 1,360 24.19 $13.6M 60.89

The United States takes the lead as the biggest gaming nation of 2025 with a score of 98.24, leading the global gaming rankings with over 28K prize-winning esports players and nearly $290 million in esports earnings. The country combines a high gaming population (83% of residents play video games) with major competitive success, creating the largest gaming market globally. 

Denmark comes in 2nd with a score of 84.46, achieving exceptional per capita competitive gaming results with 35.6 prize-winning esports players per 100K residents—over four times higher than the United States. Denmark has the highest percentage of Steam users (10.56%) among all ranked nations and total esports earnings of $61.9 million, which is substantial compared to its population size. 

Sweden ranks 3rd with a score of 80.88, with a strong gaming culture where 77% of the population plays video games and 8.88% are active on Steam. Similar to Denmark, Swedish gamers excel in per capita competition with 31.05 prize-winning players and total earnings reaching $56.8 million. Though slightly behind Denmark in Steam usage and per capita winners, Sweden has produced more total prize-winning players (3,309 vs. 2,137).

China ranks 4th with a score of 78.50, generating the world’s highest total esports earnings at $321.9 million (10% more than the United States) and having the second-highest percentage of gamers (86%). Unlike the Nordic countries, China has very low Steam usage (0.80%) and per capita competitive participation (only 0.64 winners), but its massive population results in 9,100 prize-winning players

Finland takes 5th place with a score of 78.39, having the highest concentration of prize-winning esports players globally at 38.3, surpassing even Denmark. With 71% of Finns playing video games and 8.23% using Steam (slightly lower than Sweden), Finland has accumulated $33.5 million in esports earnings.

South Korea ranks 6th with a score of 65.09, known as the early pioneer of esports with $153.3 million in tournament earnings (the third highest after China and the US) and 5,941 prize-winning players. With 80% of the population playing video games but only 2.90% using Steam (much lower than in Nordic countries), Korea’s gaming market relies on local platforms. 

Singapore ranks 7th with a score of 62.22, having the highest percentage of video gamers (87%) among all top nations, even higher than China. The city-state has good per capita competitive participation with 20.52 prize-winning players despite modest total earnings of $7.6 million. Unlike South Korea, Singapore lacks signature game titles where its players consistently excel.

Canada takes 8th place with a score of 61.96, with balanced performance across metrics including 84% of the population playing video games (matching Australia and slightly higher than the US) and 7.50% using Steam. 

Australia ranks 9th with a score of 61.33, with a strong gaming community where 84% of residents play video games (identical to Canada). Despite geographical isolation, Australian esports has grown with 4,307 prize-winning players, accumulating $32.8 million in earnings. Australia’s performance is quite good given its distance from major gaming regions and tournaments.

Norway rounds out the top ten with a score of 60.89, with high Steam adoption (9.59%, second only to Denmark) despite having the lowest percentage of video gamers (69%) among top nations. Norwegian competitive gaming has produced 24.19 prize-winning players.

A spokesperson from CasinooftheKings commented on the study: “There are two distinct paths to success: mass participation versus targeted competitive excellence. Population size proves less important than digital infrastructure and cultural investment in gaming ecosystems. Most significant is how smaller tech-forward regions consistently outperform in per capita metrics while larger markets capitalize on scale advantages in total earnings. Beyond the visible metrics lies a complex interplay between public investment, private sponsorship, and cultural attitudes toward gaming as a legitimate career. Regions that approach gaming through coordinated policy rather than viewing it merely as entertainment are reaping disproportionate economic returns.”

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